27 Meta Knight
Kirby's Adventure (1993-NES)
In Smash Ultimate, even if he is less frightening than in Brawl, he is the character who personifies mobility, with a really aggresive playstyle, facilitated by his ability to go really far off-stage. To kill you, Meta Knight will generally carry you to the blastzone.
- Good punish game
- Good edgeguard
- Excellent recovery
- Good in disadvantage
- Devastating combos
- Lacks range
- Limited neutral
- Low damage output
- Trouble for killing
- Close blastzone to kill
- DF against platforms' addicts
- Platforms useful to your opponent
- Advantage's phases stopped
Meta Knight is a character who has 6 jumps at all, giving him a great aerial control. He can use it to chase an opponent off-stage, or to mix-up his recovery. Nevertheless, it’s especially a great tool in neutral because it allows him to temporise and mix-up his approach to surprise his opponent.
His forward air has a correct range, can be safe on shield and can lead to kill at high %. At low %, his neutral air can start a combo, even to a ladder who could lead to an early death. Despite his little range, this move lasts for a long time which makes it useful in edgeguarding. A viable attack out of shield who can break projectiles but also kill off-stage or at the end of a combo.
His back air’s knockback makes it formidable in edgeguarding. The up air can lead into a ladder combo or bridge to carry the ennemy to the side blastzone in the latter case. The down air his really interesting because it’s the best out of shield option of Meta Knight. This move can lead into a combo into itself or into a dash attack at mid %. Overall a good move which launches at an interesting angle, notably for edgeguarding.
His dash attack is fast, is a safe option if you pass behind your opponent and is the best Meta Knight’s move to start a combo. It’s also a great kill move at high %. Despite that, his best use is at 15-20 % to lead into a ladder or a bridge combo.
It’s a very good tool for edgeguarding because this attack covers a large area. This move is active for a long time which allows to 2 frame efficiently most of the characters. We can also use that as recovery and sometimes as a combo finisher.
It allows to go back on stage while being invicible. If you input down b again, Meta Knight can do an attack which can be useful to escape a disadvantageous situation because you can teleport anywhere. you will rather use it at a certain height above the ground in order to avoid any lag.
It is fast, safe if you space it well, can lead into a combo, make the opponent trip at low percent, lead into a kill confirm at high %. Overall a really interesting grounded tool for Meta Knight.